antfarm VS rust-ecosystem

Compare antfarm vs rust-ecosystem and see what are their differences.

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antfarm rust-ecosystem
3 8
3 861
- 1.4%
2.2 7.0
almost 1 year ago 19 days ago
TypeScript Rust
- Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

antfarm

Posts with mentions or reviews of antfarm. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-26.
  • 3 years of fulltime Rust game development, and why we're leaving Rust behind
    21 projects | news.ycombinator.com | 26 Apr 2024
    I've experienced a lot of these concerns while building https://github.com/MeoMix/symbiants

    I have a simple question that maybe someone smarter than me can answer confidently:

    If I want to build something akin to Dwarf Fortress (in terms of simulation complexity) as a browser-first experience - what stack should I choose?

    Originally, I prototyped something out using React, PixiJS, and ReactPixi (https://github.com/MeoMix/antfarm). The two main issues I ran into were the performance of React's reconciler processing tens of thousands of entities when most weren't changing (despite heavy memoization) and GC lurching due to excess object allocations. My takeaway was that if I wanted to continue writing in JS/TS that I would need to write non-idiomatic code to avoid excess allocations and abandon React. This approach would result in me effectively creating my own engine to manage state.

    I decided to not go that direction. I chose Rust because no GC is a language feature (especially good since GCs in WASM are heavy) and I chose Bevy because it seemed like a fairly structured way to mutate a large amount of code.

    Progress has been slow for a lot of the reasons listed in this article. I've written a lot of this off to WASM being a new frontier for game dev and rationalized it by noting there's not a lot of complex simulation games running in browser (that I'm aware of). It's not clear to me if that's actually true, though.

  • Ask HN: Good resources for architecting simulation games?
    1 project | news.ycombinator.com | 5 Sep 2022
    I recently made an attempt at building a simulation game. I found it challenging even though I'm a seasoned software developer. I was finding that my experience in building out web apps, dashboards, and crud stacks didn't immediately lend itself to architecting a game properly. It feels like everything is business logic and it has been tough to see ways to tease out and modularize concepts. I don't know if I am making good trade-offs w.r.t performance and immutability. I find myself copying an entire "world" structure with every loop in an attempt to represent the world immutably, but I also seem to need to process changes serially as entities interact with one another inside the world. It doesn't matter that the world is immutable, I can't easily parallelize the simulation. Perhaps immutability is only making things harder, then?

    I'm not too concerned about graphics or 3D math. I'm working in a 2D space with the most amateur of graphics. I'm interested in having some looming trade-offs pointed out to me so that I can make decisions with my architecture to best receive those trade-offs. I'm interested in design patterns that allow me to modularly enrich the complexity of my simulation.

    If you're curious, https://github.com/MeoMix/antfarm/blob/main/src/util.ts Here is a file that became quite the dumping ground. I am not proud of this code. I had intended to tease out some utility methods which take a world and return a cloned and updated world. It's easy enough to separate out view concepts, and it's easy enough to separate out constructors, but all of the "interesting" simulation logic found its way to this dumping ground.

  • Hi! I'm building a virtual ant farm. This version is so pre-alpha it shouldn't even be live, but, in the interest of shipping first and asking questions later... it is! So, check it out.
    1 project | /r/SideProject | 20 Feb 2022
    open source! https://github.com/MeoMix/antfarm

rust-ecosystem

Posts with mentions or reviews of rust-ecosystem. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-26.

What are some alternatives?

When comparing antfarm and rust-ecosystem you can also consider the following projects:

downlords-faf-client - Official client for Forged Alliance Forever

gdextension - Rust bindings for Godot 4 [Moved to: https://github.com/godot-rust/gdext]

rx - 👾 Modern and minimalist pixel editor

bevy - A refreshingly simple data-driven game engine built in Rust

sqlite3-ocaml - OCaml bindings to the SQLite3 database

oxidator - RTS game/engine in Rust and WebGPU

gdnative - Rust bindings for Godot 3

wg - Coordination repository of the Game Development Working Group

unreal-rust - Rust integration for Unreal Engine 5

feather - A Minecraft server implementation in Rust

rustc-perf - Website for graphing performance of rustc

wg - Coordination repository of the embedded devices Working Group